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Ages 10+ · Coding · Build a project
Share and test your project
Let someone tryitWatch and writeFix the biggestproblemTry it oncemore
The try-out loop.
The big ideaLet someone try your project. Watch, note what happens, fix it, try again.

How it works

Let someone else try your project. After you have built it for a long time, your own eyes stop noticing its gaps.

Keep quiet and watch. Telling hides the problems, and watching shows them.

Write down what they do, and what happened, not why. Then fix the biggest problem first.

Let someone try it once more, because every fix needs a second try-out. A player is never at fault: the project had a gap.

What Zoe found• the ship left the screen• the start button was tiny• a rock froze in the skyWhat Mina did• added walls at the edge• made the button big• fixed the biggest first
Zoe's try-out and Mina's fixes.

Example 1: Just watch

  1. Zoe, who is seven, tries Mina's game, and Mina wants to say which key to press.
  2. Mr. Reyes whispers, Just watch.
  3. Zoe presses the space bar, and the ship flies off the edge.

Example 2: Write it down

  1. Mina writes what she sees: the ship left the screen, the start button was tiny and a rock froze in the sky.
  2. She writes what happened, not why.
  3. Facts come first, and then she can decide what to fix.

Example 3: Fix, then try again

  1. Mina fixes the biggest problems first: walls at the edge, a big start button and a hint for the arrow keys.
  2. Zoe tries again, and the ship stays in and the button glows.
  3. She wins a round.

Example 4: Share it early

  1. Mina thought the game was perfect, because she knew every key and every trick.
  2. Five minutes of watching beat two weeks alone.
  3. A project is never perfect without other eyes, so share it early.

Words to know

try-out
Letting someone use your project while you watch.
bug
A mix-up to fix in a project.
gap
Something the project does not handle, which you could not see yourself.

Watch out

Try it

  1. What teaches you more: telling a player what to do, or watching them?
  2. When you write down what a player does, do you write what happened or why?
  3. Which problem do you fix first?
  4. After you fix something, what should you do?
  5. A player gets stuck. Is it the player's fault?
Answers: 1. Watching them · 2. What happened · 3. The biggest one · 4. Let someone try it once more · 5. No
Try at homeShow a grown-up or a sibling a drawing, a model or a game you made. Do not explain it. Just watch, and write down three things they did that surprised you. Fix one, and let them try again.
For grown-upsDo the Mission: show something you made, say nothing, and ask your child to watch and write three things you did that surprised them. Then swap, so they find out how it feels to be watched.
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